/*
*	Developed by Leonardo Chatain and Pedro Dusso, at Universidade Federal do Rio Grande do Sul, Brasil, 2009/1
*	Source available at glpacman.codeplex.com
*/

#include "Camera.h"

float Camera::aspectRatio = 1.25;

Camera::Camera(void)
{
}

Camera::Camera(float posX, float posY, float posZ, float lookAtX, float lookAtY, float lookAtZ) {
	position.setXYZ(posX, posY, posZ);
	lookAt.setXYZ(lookAtX, lookAtY, lookAtZ);
}

Camera::Camera(Point3D pos, Point3D look) {
	this->position = pos;
	this->lookAt = look;
}

Camera::Camera(Point3D pos, Vector3D look) {
	this->position = pos;
	this->setLookAt(look);
}

Camera::Camera(float posX, float posY, float posZ, float lookAtX, float lookAtY, float lookAtZ, float Near, float Far){
	Camera(posX, posY, posZ, lookAtX, lookAtY, lookAtZ);
	near = near;
	far = far;
}

Camera::Camera(Point3D position, Vector3D lookAt, float Near, float Far) {
	Camera(position, lookAt);
	near = Near;
	far = Far;
}

Camera::Camera(Point3D position, Point3D lookAt, float Near, float Far) {
	Camera(position, lookAt);
	near = Near;
	far = Far;

}

Camera::~Camera(void)
{
}

void Camera::view() {

}
